Dark Elf

Dark Elves were once part of the Elven tribes, but were banished after they learned black magic in order to obtain the power to fight Humans.

Basic Fighter Stats

Str
92
Dex
56
Con
77
Int
42
Wit
39
Men
35

Dark Elven Fighter Class Path

 

Levels 1-19

Dark Fighter

Starting Class

A basic melee fighter class, destined for more specialization in weapons and to wear heavy or light armor. At level 20, the Dark Fighter must choose to be either a damage-based Assassin, or a more defense-based Palus Knight.

Levels 20-39

Palus Knight

First Class Transfer

Palus Knights are Dark Fighters that have received professional swordsman training. The play style of a Palus Knight is similar to that of other Knights yet with a superior attack capability. Palus Knights possess many skills and magic focused on causing damage. When completing the second class transfer at level 40, the Palus Knight can choose between keeping their tank class by becoming a Shillien Knight, or to veer away from tanking and towards being an enchanter.

Races available to become a Sigel Knight:
Races available to become an Iss Enchanter:

Assassin

First Class Transfer

The playstyle of an Assassin is similar to that of a Rogue. Compared to Rogues, they have superior attack capabilities and access to magic and skills focused on causing or enhancing damage to enemies. When completing the second class transfer at level 40, the Assassin can choose between focusing on ranged weapons as a Phantom Ranger or become a master of daggers as an Abyss Walker.

Races available to become an Othell Rogue:
Races available to become a Yul Archer:

Levels 40-75

Shillien Knight

Second Class Transfer

Unlike the Elven Temple Knight, who uses the magic of light and water, the Shillien Knight uses the magic of darkness and water, in addition to his skills with the sword. He drains the physical power of opponents with Summon Vampiric Cubic or Summon Viper Cubic, or he can summon poisonous cubics. The Shillien Knight can also rain lightning down upon his opponents using Lightning Strike.

Races available to become a Sigel Knight:

Bladedancer

Second Class Transfer

The Bladedancer primarily uses dual swords and raises the abilities of party members by dancing. They assist in the hunt by increasing the attack power of party members through the Dance of Warrior. The Bladedancer also raises the critical damage of party members through Dance of Fire.

Races available to become an Iss Enchanter:

Abyss Walker

Second Class Transfer

The Abyss Walker is skilled in combat and exploration, specializing in assassinations. He implements the same basic techniques as the Human Treasure Hunter with Silent Move and Backstab, but he has higher attack power. However, due to his relatively low physical strength, the Abyss Walker is at somewhat of a disadvantage in frontal battle.

Races available to become an Othell Rogue:

Phantom Ranger

Second Class Transfer

The Phantom Ranger handles a bow skillfully and uses techniques similar to those of other Archers, but Phantom Rangers also have excellent attack strength. By weakening the defensive strength of an opponent through Hex, the Phantom Ranger can harass adversaries at long distances using Double Shot, which shoots two arrows consecutively.

Races available to become a Yul Archer:

Levels 76-84

Shillien Templar

Third Class Transfer

Among Shilien Knights, followers of the goddess of the underworld, Shilen, the Shillien Templar knights are said to be blessed by her. Adept at black magic, they also practice diverse summoning magic abilities.

Races available to become a Sigel Knight:

Spectral Dancer

Third Class Transfer

Spectral Dancers are Dark Elf knights who are able to call forth a storm of death and destruction through the dances of dual swords. Bladedancers present death and chaos to the enemy with sword dances, and extremely rare dancers among them who can evoke frightful power are referred to as Spectral Dancers.

Races available to become an Iss Enchanter:

Ghost Hunter

Third Class Transfer

The title granted to the most accomplished of the Abyss Walkers, Ghost Hunters are notorious for their swiftness and damaging attack abilities. With the exception of a handful of veterans, very few existing Abyss Walkers have reached this standing.

Races available to become an Othell Rogue:

Ghost Sentinel

Third Class Transfer

As the Moonlight Sentinel is at the apex of Elven Archers, the Ghost Sentinel is the Dark Elven counterpart. The top priority of Ghost Sentinels is their ability to destroy, and they gained their name because whatever they target ultimately faces demise.

Races available to become a Yul Archer:

Awakening 85-99

Sigel Knight

Awakening Class

All Human, Elven, and Dark Elven knights naturally evolve into Sigel Knights upon Awakening at level 85. They absorbed the powers of the Giant Abelius, who was known for his tremendous ability to motivate troops, his golden lion companion, and his endless stamina and strength that protected himself and others from harm.

Races available to become a Sigel Knight:

Iss Enchanter

Awakening Class

All Human, Elven, Dark Elven, and Orc enchanters naturally evolve into Iss Enchanters upon Awakening at level 85. Kamaels can also become Iss Enchanters through their specialized subclass progression. The special combination of strategy and magic was mastered by the Giant hero Leister. Iss Enchanters are most at home in parties, where they stay vigilant to maintain buffs on other players and can rescue the situation at a moment's notice with perfected crowd-control skills.

Races available to become an Iss Enchanter:

Othell Rogue

Awakening Class

All Human, Elven, Dark Elven, and Dwarven rogues naturally evolve into Othell Rogues upon Awakening at level 85. The ruthless Giant Assassin Ashagen was fierce but cruel. His abilities have been passed on to Othell Rogues, who in turn are tempted to use their undetectable stealthy methods to cripple even unprotected enemies.

Races available to become an Othell Rogue:

Yul Archer

Awakening Class

All Human, Elven, Dark Elven, and Kamael archers naturally evolve into Yul Archers upon Awakening at level 85. The Giant sharpshooter Cranigg grants Yul Archers many powers that allow them to control crowds of monsters and deal an enormous amount of damage. More powerful than conventional Archers, Yul Archers can also sustain their health efficiently in combat, making them valuable party members.

Races available to become a Yul Archer:

Basic Mystic Stats

Str
39
Dex
30
Con
37
Int
85
Wit
77
Men
73

Dark Elven Mystic Class Path

 

Levels 1-19

Dark Mystic

Starting Class

A basic spell-casting class, mystics wear robes and cast beneficial and damaging spells while wielding staves, magic, maces, and swords. At level 20, the Dark Mystic must choose to be either a damage-dealing Dark Wizard, or a healing mage.

Levels 20-39

Dark Wizard

First Class Transfer

Dark Wizards divide the magical forces in the world into four elements, as well as light and darkness. They then amplify the power of these elements and combine them to use in their magic. Dark Wizards can use the mid-level elemental magic, black magic and summon magic. Dark Wizards are similar to other wizard classes, but the nature of their magic is based on darkness and death. Also, like Dark Mystics, their magic is powerful but they have low MP recovery speed. When completing the second class transfer at level 40, the Dark Wizard can choose between being a damage-dealing Spellhowler, or a summoner mage.

Races available to become a Feoh Wizard:
Races available to become a Wynn Summoner:

Shillien Oracle

First Class Transfer

Shillien Oracles are Dark Mystics who borrow the power of the gods—specifically, Shilen—to perform miracles. Although they have similar abilities to Human Clerics and Elven Oracles, Shillien Oracles worship different gods and are granted different spells and skills.

Races available to become an Aeore Healer:

Levels 40-75

Spellhowler

Second Class Transfer

The Spellhowler uses the highest degree of elemental magic. A mix of Sorcerer and Necromancer, he casts magic by borrowing the power of the wind. The Spellhowler causes strong damage with the Tempest, which creates a tornado around his target, or he can use the Hurricane to shoot blades of wind from a distance.

Races available to become a Feoh Wizard:

Phantom Summoner

Second Class Transfer

The Phantom Summoner is renowned for summoning wicked spirits. They engage in battle vicariously by raising the defensive power of servitors through Servitor Physical Shield and by raising magic defensive power of servitors through Servitor Magic Shield. The Phantom Summoner can also raise servitors' attack speed through Servitor Haste.

Races available to become a Wynn Summoner:

Shillien Elder

Second Class Transfer

Shillien Elders are adept at the highest levels of support magic, so much so that their intimidating reputation instills fear in opponents. Shillien Elders can cast various spells of support, including Purify, which treats the poisoning, bleeding, and paralysis of allies. In addition, the attack power of other party members is greatly increased by the mere presence of the Shillien Elder.

Races available to become an Aeore Healer:

Levels 76-84

Storm Screamer

Third Class Transfer

Storm Screamers are the most accomplished Spellhowlers who practice incomparably powerful wizardry, but have been excluded from the ranks of those represented by the Ivory Tower who consider them tarnished by black magic.

Races available to become a Feoh Wizard:

Spectral Master

Third Class Transfer

The most skilled of the Phantom Summoners who conjure creatures that sleep in the abyss, Spectral Masters are the most accomplished Dark Elf summoners who have reached a new stage of power through visions of the bygone eras.

Races available to become a Wynn Summoner:

Shillien Saint

Third Class Transfer

Strongly devoted followers, Shillien Saints worship Shilen, who long lay asleep in the shadowy abyss of the underworld. Also referred to as the priests of the abyss, Shillien Saints are able to perform ancient miracles that were once believed to be impossible. However, with the return of Shilen, the Goddess of Destruction, their devotion to the goddess is being tested.

Races available to become an Aeore Healer:

Levels 85-99

Feoh Wizard

Awakening Class

All Human, Elven, Dark Elven, and Kamael wizards naturally evolve into Feoh Wizards upon Awakening at level 85. Having perfected their mastery of the elements, Feoh Wizards have the ability to use different elements at the same time and can easily switch between them to exploit the enemy's elemental weakness. The Giant Silver Sage Soltkrieg achieved this greatness by combining intelligence, magic, and strategy.

Races available to become a Feoh Wizard:

Wynn Summoner

Awakening Class

All Human, Elven, and Dark Elven summoners naturally evolve into Wynn Summoners upon Awakening at level 85. Far superior to other summoner classes, Wynn Summoners can employ the use of not one but up to four servitors at the same time. They can also mesmerize monsters from afar and weaken the monsters their servitors are fighting, thanks to the incredible powers of the Wynn Summoner Giant hero Nabiarov.

Races available to become a Wynn Summoner:

Aeore Healer

Awakening Class

All Human, Elven, and Dark Elven healers naturally evolve into Aeore Healers upon Awakening at level 85. Aeore Healers are infused with the powers of light. They primarily cast spells to mend wounds and vitalize themselves and others, and can resurrect allies. Far superior to conventional healers, Aeore Healers can also protect entire groups thanks to the various powers of Saha, a school of magic created by the Giant Laksis.

Races available to become an Aeore Healer:

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